Why Do NPCs Act Weird in Scroll of Taiwu 1.0? (Lovers Leaving, Odd Behavior)
Lover leaves on the wedding night? NPCs acting clumsy or unexpected in The Scroll of Taiwu 1.0? The developers acknowledged an NPC-AI break-in period — AI interactions unlocked June 23 and are still being refined through the current post-launch plan.
Patch status (July 22)
NPC behavior has been the most actively tuned area since launch. The June 19 patch was the first pass. The June 23 patch (#260623) unlocked AI Interaction Behaviors, and the same-day hotfix narrowed hostile targeting and drastically reduced Principled/Benevolent hostility. Later patches fixed marriage, reputation, companion, movement, resource-seizure, affiliation, trait, aptitude, and story edge cases. Patch #260722 adds more interaction cleanup, but it does not yet ship the broader AI controls promised in the roadmap.
The break-in period the developers described is real but shrinking — update before assuming your save is broken. See the English patch-notes summary for the full fix list.
- June 23: AI Interaction Behaviors unlocked — NPCs now actively interact each month.
- June 23 hotfix: hostile range narrowed to current tile; Benevolent NPCs no longer hostile.
- June 24–25: marriage-proposal adventures, reputation attacks, baby-disappearing bugs fixed.
- June 26: Deceive interaction flow and more adventure NPC edge cases fixed.
- June 27: Wuzi (无字) movement range tuned after Shaolin storyline; NPC resource-seizure stacking bug fixed.
- June 29: prisoner monthly-state updates and more encounter/travel edge cases fixed.
- July 7: merchant NPC adventure affiliation logic and month-end performance improved.
- July 9: Liuli follow/dismiss interaction, Yin-Yang trait inheritance, and awakening aptitude calculation bugs fixed.
- July 14: Mystic True Demon follow-up conditions and Wulin Tournament departure timing adjusted to prevent progression blocks.
- July 22: locked-item requests and several interaction or trait-effect errors fixed; broader AI controls are still roadmap items.
- Monthly ticks take longer after June 23 — wait, don't force-close.
- Odd behavior is still being tuned; update and report specific cases.
Short answer
If NPCs in 1.0 are doing things that make no sense — a devoted partner leaving on the wedding night, companions acting clumsy, characters reacting in unexpected ways — you are not imagining it, but the behavior alone does not prove your save is corrupted. The developers acknowledged a break-in period directly in the June 19 patch note and continued tuning the surrounding systems across 22 post-launch patches through July 22.
The June 23 patch unlocked AI Interaction Behaviors, and the developers immediately hotfixed hostile targeting the same day. Later patches fixed named marriage, reputation, companion, movement, affiliation, trait, aptitude, and story edge cases. The official roadmap still promises more AI-interaction controls, options, and toggles, so current behavior should be treated as actively evolving rather than finished.
- Odd NPC behavior in 1.0 is a known, acknowledged issue — not your save.
- The cause is 1.0's much deeper NPC behavior logic settling into the sandbox.
- June 23 unlocked AI interactions; June 23–July 22 hotfixes tightened hostile behavior and fixed named edge cases.
- Update to the latest patch before drawing conclusions — many specific cases are already fixed.
What players are actually seeing
The most-reported example on launch week is a relationship one: a partner who is Devoted/Trusting still leaving on the night of the wedding. Others report companions or villagers making choices that seem out of character or reacting to events in surprising ways.
These are exactly the kind of "unexpected small episodes" the developers described. They are emergent results of many systems interacting, not a single broken script — which is also why they are being smoothed out gradually rather than with one switch.
- Partner leaving on the wedding night despite high relationship status.
- Companions or villagers behaving out of character.
- Unexpected reactions to events or interactions.
- These are emergent sandbox interactions, not a single broken feature.
What you should do
First, update the game. NPC behavior is still part of the post-launch improvement plan, so the build you are on matters. Restart the Steam client to pull the newest public patch before drawing conclusions.
Second, report clear cases. Because this is emergent behavior, a specific, reproducible example (what the NPC's status was, what you did, what happened) is genuinely useful to the developers and far more likely to get fixed than a vague complaint. Until then, treat the odd moments as part of a launch-week sandbox finding its feet rather than a reason to abandon a run.
- Update first — NPC behavior is still being refined after launch.
- Report specific, reproducible cases with the NPC's status and your actions.
- Don't delete a save over it — it is not corruption.
- Expect gradual improvement, not a single fix.
Is this the same as the bugs in the patch notes?
Not exactly. The June 19 patch fixed a long list of concrete bugs — adventure freezes, exploits, text errors — and separately addressed NPC behavior as an ongoing tuning effort. The June 23 patch then unlocked AI Interaction Behaviors, which added a new layer of emergent NPC actions. The June 23 hotfix and June 24–26 patches fixed specific NPC edge cases: hostile targeting range, marriage proposals not generating adventures, reputation-based attacks, companion-interaction bugs, and Deceive interaction flow errors.
So some odd behavior you saw on day one may already be fixed as a specific bug, while the broader "NPCs feel a bit off" experience is the break-in period the developers described — now with active AI interactions running every month. If something looks like a hard error (red text, a freeze, a softlock) rather than just strange decision-making, check the English patch-notes summary to see whether it was already fixed, and update before reporting.
- Concrete bugs (freezes, red text, exploits) were fixed as specific items across June 19–26.
- General "NPCs feel off" = the acknowledged break-in period being tuned.
- June 23+: AI interactions run every month — new emergent behavior on top of the break-in period.
- Hard errors: check the patch-notes summary and update first.
- Decision-making oddities: report them as behavior feedback.
Related paths
FAQ
My lover left on the wedding night even though they were Devoted — is this a bug?
It was a known launch-week symptom of 1.0's new NPC behavior. The June 24–25 patches also fixed marriage proposals not generating adventures after you agree. Update to the latest patch first — if it still happens, report it with the character's relationship status and exactly what you did.
Did the developers say anything about weird NPC behavior?
Yes. In the June 19 patch note they explained that 1.0 added much deeper NPC behavior logic and the sandbox needs a "break-in period." The June 23 patch unlocked AI Interaction Behaviors, the same-day hotfix (#260623-2) tightened hostile targeting, and June 24–25 patches fixed additional edge cases. They are still tuning based on player feedback.
Should I delete my save or start over?
No. The developers state this is not a logic breakdown or save corruption. Update the game, keep playing, and report specific cases. Behavior is being tuned across daily patches, so your run should improve rather than needing a reset.
Will this be fixed?
The developers describe it as ongoing tuning, not a one-time fix. The June 19 patch was the first NPC-AI pass; June 23 unlocked AI interactions with an immediate hotfix; June 24–26 fixed marriage adventures, reputation attacks, companion bugs, and more edge cases. Expect gradual improvement — update before assuming a case is still broken.